var t = require;
var e = module;
var o = exports;
var i, n = this && this.__extends || (i = function(t, e) {
    return (i = Object.setPrototypeOf || {
        __proto__: []
    }
    instanceof Array &&
    function(t, e) {
        t.__proto__ = e
    } ||
    function(t, e) {
        for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
    })(t, e)
},
function(t, e) {
    function o() {
        this.constructor = t
    }
    i(t, e),
    t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
}),
a = this && this.__decorate ||
function(t, e, o, i) {
    var n, a = arguments.length,
    r = a < 3 ? e: null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
    if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);
    else for (var s = t.length - 1; s >= 0; s--)(n = t[s]) && (r = (a < 3 ? n(r) : a > 3 ? n(e, o, r) : n(e, o)) || r);
    return a > 3 && r && Object.defineProperty(e, o, r),
    r
};
Object.defineProperty(o, "__esModule", {
    value: !0
});
var r = t("GameConstant"),
s = t("Util"),
l = cc._decorator,
c = l.ccclass,
d = l.property,
h = function(t) {
    function e() {
        var e = null !== t && t.apply(this, arguments) || this;
        return e.node_anim = null,
        e.collider = null,
        e.pfb_star = null,
        e.isGameOver = !1,
        e.damageNum = 0,
        e.bMoving = !1,
        e.curAniAngle = 360,
        e.bCanAttack = !0,
        e
    }
    return n(e, t),
    e.prototype.init = function(t, e, o, i) {
        this.collider.tag = e,
        this.damageNum = o,
        this._carTag = t,
        t == r.Collide_Car_Tag.Left ? (this.node.scaleX = 1, this.node.position = i) : (this.node.scaleX = -1, this.node.position = cc.v3( - i.x, i.y, i.z))
    },
    e.prototype.playAnimation = function(t) {
        t && (this.curAniAngle = -this.curAniAngle),
        this.bMoving = !0,
        cc.tween(this.node_anim).by(s.Util.attackSpeed(1, this._carTag), {
            angle: this.curAniAngle
        }).repeatForever().start()
    },
    e.prototype.stopAnimation = function() {
        this.bMoving = !1,
        this.node_anim.stopAllActions()
    },
    e.prototype.playEffect = function() {
        this.isGameOver
    },
    e.prototype.onGameStart = function() {},
    e.prototype.onGameOver = function() {
        this.isGameOver = !0,
        this.stopAnimation()
    },
    e.prototype.onGameBoutReady = function() {
        this.node.active = !1,
        this.bMoving = !1,
        this.destroy()
    },
    e.prototype.onGameBoutStart = function() {
        this.isGameOver = !1,
        this.bMoving = !1,
        this.node.active = !0,
        this.playAnimation()
    },
    e.prototype.onGameBoutOver = function() {
        this.isGameOver = !0,
        this.bMoving = !1,
        this.stopAnimation()
    },
    e.prototype.onCanAttack = function(t) {
        this.bCanAttack = t,
        t ? this.playAnimation() : this.stopAnimation()
    },
    e.prototype.getDamage = function() {
        var t = this;
        return this.bMoving ? (this.stopAnimation(), this.scheduleOnce(function() {
            t.playAnimation(!0)
        },
        s.Util.attackSpeed(.5, this._carTag)), s.Util.vibrateMiddle(), this.damageNum) : 0
    },
    a([d(cc.Node)], e.prototype, "node_anim", void 0),
    a([d(cc.Collider)], e.prototype, "collider", void 0),
    a([d(cc.Prefab)], e.prototype, "pfb_star", void 0),
    a([c], e)
} (cc.Component);
o.default = h